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The Iconic Game Celebrates 20 Years – The Plastic Guitar That Connected Generations Between Rock Generations

Marking 20 years after the legendary game debuted across the Atlantic, offering players everywhere the opportunity to feel like rock legends. Not in reality, though you'd be hard-pressed telling that anyone who's nailed the epic four-minute guitar solo before a packed crowd of friends.

Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to follow on-screen cues scrolling down the screen synchronized to the music. Each riff mimicked specific notes, producing the sensation of a genuine performance.

Harmonix previously experimented in the music genre before partnering with RedOctane, later acquired by the gaming giant in 2006. Together, they laid the groundwork for a surprising massively profitable series that had a significant influence on numerous of the artists featured, showcasing classic groups to millions of gaming enthusiasts.

Michael Dornbrook, former COO from the developer, remembers the initial financial challenges of licensing the songs – despite the fact initial releases mostly used cover versions.

“We reproduced every song since the cost was so high,” he says. “Despite having the necessary permissions alone, it was nearly impossible. We failed to secure acts such as the Who – the publisher was operating on a shoestring budget, and we were fairly certain the project would flop. But once Guitar Hero took off, album purchases airtime were going up, all artists desired to participate.”

He adds: “Among the amazing things was how many mothers and fathers reached out expressing gratitude for exposing their children to the music they loved. It evolved into an intergenerational thing.”

Classic Rock Gains a New Audience

Northern Irish blues-rock band the Answer had their track in the 2008 release Guitar Hero World Tour. Lead musician the artist remembers how the series revived older hits back into vogue: “The game offered a bigger, younger audience. Typically this had been considered outdated material, however once it got featured on the title and teenagers discovered it, suddenly it was cool. That legitimised the genre, and got rid of the outdated label. It gave our catalog renewed popularity.”

In 2008, the Answer’s debut album remained unreleased stateside, so Guitar Hero was a key medium for exposure for the band during their US tour supporting AC/DC. “The roadies were playing Never Too Late on the tour bus, and some of them knew us from Guitar Hero,” Mahon says.

Major Band Spin-offs and Lasting Influence

Rock’s heavyweight names soon capitalised on the series’ popularity, with Aerosmith, Metallica and others starring in dedicated spin-off titles centered around each band’s catalogue and related lore, imagery and legendary status. In the case of, the Aerosmith edition, reportedly earned the group greater revenue compared to their studio albums. It sold well over half a million units in its first week, and sales of Aerosmith’s music saw an increase significantly during an era when the music business faced decline.

Guitar Hero still motivates quick-handed dedication among its fans. Earlier this year, a streamer achieved an impressive attempt of DragonForce’s the challenging track – a notoriously difficult power-metal song popularized through the game – on Clone Hero, a freeware game with almost identical mechanics and extensive customisation options. The song is challenging enough on the hardest setting, not to mention performed at increased tempo and without missing every one of its near 4,000 notes. The streamer stated requiring months of practice to accomplish.

“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to use actual weapons and go to war,” notes musician Herman Li.

DragonForce previously wrapped up a successful tour when their hit appeared in the third game, but Li says it turned them into a household name. “I recall our distributors informing us that we were selling albums like crazy,” he says. “It exploded on the subsequent tour, and we performed right ahead of the headliners at the event.”

Indeed, DragonForce’s exposure from Guitar Hero was so immense that it has risked eclipsing all other the band has done. Recently, the song was used in a trailer for a major film. “In the past I thought differently, but now I accept it,” he admits. “Should you just listen to one DragonForce song, it’s totally cool – each person has their own musical journey and I’m glad we’ve been part in fans' experiences”.

The Lasting Impact from the Iconic Controller

The best promotion, be it for cars, clothes or games, goes further than selling something – it inspires a longing. Was the game able to tap into that? “That’s exactly what our team trying to create,” Dornbrook says. “That thrill of being a music icon on the stage. From day one, the creators felt that humans have a natural human desire to create songs, and they wanted to use technology to allow people to participate”.

Most installments were released in just a half-decade between 2005 and 2010, including spin-offs like DJ Hero, including a turntable controller, and the band-focused game. After that, the publisher’s interest in plastic instruments died down, aside from a brief comeback in 2015.

Titles such as the fan project and newer releases have maintained the scene alive, with set to be a new product from the founders in development. A new studio has begun work on its debut music game. Original co-founders are participating as special advisers. Are gamers prepared to welcome another game following Guitar Hero?

“Our team believed those games could be like Madden where you can releases,” Dornbrook says. “There’s so much new music that it could be evergreen, thus I remain hopeful. There’s no reason for it to continue with new generations.”

The writer

Heather Montgomery

Elena Voss is a freelance writer passionate about urbanism and cultural exploration, with a background in sociology.

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